IEnumerator Shoot() { shooting = true; health.A.GetComponent <Key>().Press(); StartCoroutine(health.SwapFace(health.hehFace, 3f)); StartCoroutine(launcher.LaunchSpiral()); //cooldown yield return(new WaitForSeconds(32f)); // TODO SFX TO INDICATE COOLDOWN OVER if (shooting && !shotReset) { shooting = false; health.A.GetComponent <Key>().Release(); } shotReset = false; }